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nexekho: Looks really good! All you need now is a quake disruptor to pull those verticies some more.......:twisted
Xpand: How are you getting on- sorted out your GL problems?
btw found this old youtube vid of an FZERO/ WO style racer in Blender:
http://www.youtube.com/watch?v=9si6334twqo
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I've managed to make some objects rotate on the screen... Now I'm trying to make them respond to a key press...
I'm having a little problem with lighting:
Code:
GLfloat specular[] = (0.9f, 0.9f, 0.9f, 1.0f);
glLightfv(GL_LIGHT0, GL_SPECULAR, specular);
I gives me an error telling that couldn't determine the size of "specular"...
Can anybody help me on this?
Also that game looks awesome! I can't seem to find a way to create AI players...
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The problem is that you're trying to define an array using () brackets, when you need to use {} brackets to define the default elements.
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Any problems you have, XPand, just post 'em here. I have ~3 years C experience and ~2 years GL experience. How are you planning on getting ship models into the game?
Right now I'm trying to make it more Wipeout-y, adding a bit of drifty lag to the controls and airbraking.
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Thanks!
I'm trying to convert X to obj or mdl files and put them on OpenGL.
I'm already capable of doing this:
Attachment 1925
It's very simple but made me quite happy when it worked! :g
Before this I could only make DOS programs with C and C++.
Now I'm trying to get some movement out of key pressing! :g
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I have a custom mesh format I made for a previous project. It's basically a binary version of .obj that loads faster and can store lighting data used by normal maps that would otherwise need to be generated on load. It kicks out a display list of the mesh, but being based on .obj it can't have moving or animated parts within the mesh. I'd be willing to send you the mesh converter and the loader function over PM.
Moving parts and airbraking.
http://www.youtube.com/watch?v=uJay3NisYL4
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Sure! Thanks! Any help is apreciated!
Also: How did you make the parts move? Do you make the whole model and export the moving parts as separate objects?
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Yeah, they're separate meshes grouped under the same object. So the object's position and rotation serve as a base and then they can be moved/rotated/scaled according to the stats of the car. This is done in a text file like so:
Code:
Mesh
Solid
Data/Racers/Pteromi/Rudder.mse
Data/Racers/Pteromi/Diffuse.dds
Translate
Constant
0.0
-0.29
-0.44
Rotate
Turn
0.0
1.0
0.0
-0.15
You can stack practically infinite rotations, translations and scales but each one requires the building and multiplication of a matrix which can cause slowdown.
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Are you going to enable crash damage on the ships? A simple way is making damage level models, for example, when the damage is at 75 percent the game engine displays a model slightly damaged instead of the prestine start model.